Fallout 4

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WarMocK

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WarMocK

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12 comments

  1. SirDanest
    SirDanest
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    I wanted to add that I personally like having to work a little for items and such that are better than the normal lore stuff. So I am in favor of a little quest or whatever, in order to earn an improved, portable chem workbench, for instance. I'm glad it doesn't appear automatically (if I understand correctly.)
    That being said, if I tried to load this mod and the base Eisenwolf's legacy at the same time (rather than following the directions) would that cause the new items to appear in the game even before the quest was complete? My game takes quite a while to load (waaaayy too big many mods, so that's my fault) so I tend to look for a way to not have to shut it off and reload again whenever possible. ;)
    1. WarMocK
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      Greetings,
      no you need to complete the quest before the items appear in your workbench list. However you can have both mods active right from the start without any issues. As sson as the quest is completed and you can build the eisenwolf workbench, you can create the micro chem station (provided you have the required components in your workshop or inventory).
  2. VasMere
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    seen update and crossed fingers on standalone but after reading comments i can see that will not happen.. so i wish you luck with your "vision" but seems a lil unnecessary for this to require anything else but this mod.. like adding the workbench into this mod (like tumba did in all of his mods) no offense, jus hit around 200 mark in load (mostly difficulty mods and tweaks) so i must be picky and adding multiple sources for one idea is not able to happen with my game.. as stated b4 good luck with this and your source mod.
  3. tanypredator
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    Is it really necessary that it is based on Eisenwolf's Legacy? Would be great if this kit could be made in a chem station for those who don't use Eisenwolf's Legacy.
    1. WarMocK
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      Yes it is, otherwise it would be against my personal goal of creating mods for FO4 that are immersively blended into the game. The only mod that simply goes "Poof!" and is there is the Four-Leaf Knuckler, and this is only because it was not meant to be a serious mod but rather a simple POC (I still consider adding one knuckler to the in-game world by dropping it to the rooftop of the canning factory).
      Also, you already can craft the items at any chemistry station as well, you don't need the micro chem station for that (you just won't be able to craft them outside of the settlements or if there's no chem station around).
    2. tanypredator
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      That's good, in this case I'll try to test it. But maybe you could consider the possibility of making this mod stand-alone. This doesn't mean that it would be overpowered - you can make it with its own quest or perk-dependent, or to allow player only to buy this kit at a high cost.
    3. WarMocK
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      That would completely contradict to my goal of creating my personal vision of a coherent mod collection with its own unique lore. Consider each of these mods is like a trading card in a TCG, you can build your very own personal deck with it, and then play a game with a consistent rulebook. Making mods like this one stand-alone would be like mixing Yu-Gi-OH cards into a M:TG deck - simply won't work, so I won't even try to do it.
    4. Greslin
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      Then why on earth release it separately? This is a great idea, but seriously, a lot of us don't want to install a big adventure kit just to get a promising new item. If you're absolutely determined to keep them together, release them together as a single package.
    5. WarMocK
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      The "big adventure kit" you are talking about requires about 3-5 minutes with fast-travel enabled. I chose the locations of the quest strategically so you will inevitably run into all the parts you need if you don't have them in any settlement's inventory anyway.
      Also, do I really need to point out that creating mods like these (with new meshes, textures etc) actually takes a lot of my free time? And this is just the tip of the iceberg, I have plans for at least another dozen mods connected to this project in my backlog, if I wanted to release them all at once Fallout 5 would already be out. Right now I'm working on two new mods at the same time (because the require similar scripting tweaks that I need to figure out from a blank slate!), and they already drive me nuts because of what Bethesda gives me to work with. I really miss modding for Unreal Tournament back in 1999/2000, the good old Unreal Editor is way more forgiving and easier to use than the Creation Kit.
    6. Greslin
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      I know modding is a time consuming process, man. I do it as well. That's not the point.

      The issue here is that while this particular mod is quite attractive, and I would otherwise quite enjoy using it myself, it seems to serve absolutely no purpose other than to advertise for your larger mod. I've looked through Legacy, and it's not just a "framework". And while I'm confident that I would enjoy it, that it's impeccably coded, and that it surely would change the lives of all it touched, I just have no interest in it right now. This one mod sounds kinda cool, sounds lightweight, and I might otherwise want to have taken it for a spin. But you're trying to use this as leverage and that turns me off of both of them completely.

      If you're not willing to release it independently, then just roll it into a new version of your full mod. Otherwise, no thanks.
    7. WarMocK
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      I will NOT sacrifice my ideals, my dreams and my visions just to get a few more clicks. I did that in the past just to lose my respect for myself and my work, and I will never do it again.
    8. tanypredator
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      I this case I hope that someone will make the equivalent without dependancies. Sorry.